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Comparing deliantra/server/common/object.C (file contents):
Revision 1.148 by root, Mon May 14 19:08:25 2007 UTC vs.
Revision 1.221 by root, Thu Apr 24 12:06:01 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying
27 variable. */
28#include <global.h> 24#include <global.h>
29#include <stdio.h> 25#include <stdio.h>
30#include <sys/types.h> 26#include <sys/types.h>
31#include <sys/uio.h> 27#include <sys/uio.h>
32#include <object.h> 28#include <object.h>
33#include <funcpoint.h>
34#include <sproto.h> 29#include <sproto.h>
35#include <loader.h> 30#include <loader.h>
36 31
37#include <bitset> 32#include <bitset>
38 33
39int nrofallocobjects = 0; 34UUID UUID::cur;
40static UUID uuid; 35static uint64_t seq_next_save;
41const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
42 37
43objectvec objects; 38objectvec objects;
44activevec actives; 39activevec actives;
45 40
46short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 41short freearr_x[SIZEOFFREE] = {
42 0,
43 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
47 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 45 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
48}; 46};
49short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 47short freearr_y[SIZEOFFREE] = {
48 0,
49 -1, -1, 0, 1, 1, 1, 0, -1,
50 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
50 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 51 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
51}; 52};
52int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 53int maxfree[SIZEOFFREE] = {
54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
53 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
54}; 58};
55int freedir[SIZEOFFREE] = { 59int freedir[SIZEOFFREE] = {
56 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 60 0,
61 1, 2, 3, 4, 5, 6, 7, 8,
62 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
57 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 63 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
58}; 64};
59 65
60static void 66static void
61write_uuid (void) 67write_uuid (uval64 skip, bool sync)
62{ 68{
63 char filename1[MAX_BUF], filename2[MAX_BUF]; 69 CALL_BEGIN (2);
64 70 CALL_ARG_SV (newSVval64 (skip));
65 sprintf (filename1, "%s/uuid", settings.localdir); 71 CALL_ARG_SV (boolSV (sync));
66 sprintf (filename2, "%s/uuid~", settings.localdir); 72 CALL_CALL ("cf::write_uuid", G_DISCARD);
67 73 CALL_END;
68 FILE *fp;
69
70 if (!(fp = fopen (filename2, "w")))
71 {
72 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
73 return;
74 }
75
76 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
77 fclose (fp);
78 rename (filename2, filename1);
79} 74}
80 75
81static void 76static void
82read_uuid (void) 77read_uuid (void)
83{ 78{
84 char filename[MAX_BUF]; 79 char filename[MAX_BUF];
85 80
86 sprintf (filename, "%s/uuid", settings.localdir); 81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 seq_next_save = 0;
87 84
88 FILE *fp; 85 FILE *fp;
89 86
90 if (!(fp = fopen (filename, "r"))) 87 if (!(fp = fopen (filename, "r")))
91 { 88 {
92 if (errno == ENOENT) 89 if (errno == ENOENT)
93 { 90 {
94 LOG (llevInfo, "RESET uid to 1\n"); 91 LOG (llevInfo, "RESET uid to 1\n");
95 uuid.seq = 0; 92 UUID::cur.seq = 0;
96 write_uuid (); 93 write_uuid (UUID_GAP, true);
97 return; 94 return;
98 } 95 }
99 96
100 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
101 _exit (1); 98 _exit (1);
102 } 99 }
103 100
104 int version; 101 UUID::BUF buf;
105 unsigned long long uid; 102 buf[0] = 0;
106 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 103 fgets (buf, sizeof (buf), fp);
104
105 if (!UUID::cur.parse (buf))
107 { 106 {
108 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 107 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
109 _exit (1); 108 _exit (1);
110 } 109 }
111 110
112 uuid.seq = uid; 111 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
113 write_uuid (); 112
114 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 113 write_uuid (UUID_GAP, true);
115 fclose (fp); 114 fclose (fp);
116} 115}
117 116
118UUID 117UUID
119gen_uuid () 118UUID::gen ()
120{ 119{
121 UUID uid; 120 UUID uid;
122 121
123 uid.seq = ++uuid.seq; 122 uid.seq = ++cur.seq;
124 123
125 if (!(uuid.seq & (UUID_SKIP - 1))) 124 if (expect_false (cur.seq >= seq_next_save))
126 write_uuid (); 125 {
126 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
127 write_uuid (UUID_GAP, false);
128 }
129
127 130
128 return uid; 131 return uid;
129} 132}
130 133
131void 134void
132init_uuid () 135UUID::init ()
133{ 136{
134 read_uuid (); 137 read_uuid ();
135} 138}
136 139
137/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
138static int 141static bool
139compare_ob_value_lists_one (const object *wants, const object *has) 142compare_ob_value_lists_one (const object *wants, const object *has)
140{ 143{
141 key_value *wants_field; 144 key_value *wants_field;
142 145
143 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 146 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
151 key_value *has_field; 154 key_value *has_field;
152 155
153 /* Look for a field in has with the same key. */ 156 /* Look for a field in has with the same key. */
154 has_field = get_ob_key_link (has, wants_field->key); 157 has_field = get_ob_key_link (has, wants_field->key);
155 158
156 if (has_field == NULL) 159 if (!has_field)
157 {
158 /* No field with that name. */ 160 return 0; /* No field with that name. */
159 return FALSE;
160 }
161 161
162 /* Found the matching field. */ 162 /* Found the matching field. */
163 if (has_field->value != wants_field->value) 163 if (has_field->value != wants_field->value)
164 {
165 /* Values don't match, so this half of the comparison is false. */ 164 return 0; /* Values don't match, so this half of the comparison is false. */
166 return FALSE;
167 }
168 165
169 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
170 } 167 }
171 168
172 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
173 return TRUE; 170 return 1;
174} 171}
175 172
176/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
177static int 174static bool
178compare_ob_value_lists (const object *ob1, const object *ob2) 175compare_ob_value_lists (const object *ob1, const object *ob2)
179{ 176{
180 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
181 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
182 */ 179 */
203 || ob1->speed != ob2->speed 200 || ob1->speed != ob2->speed
204 || ob1->value != ob2->value 201 || ob1->value != ob2->value
205 || ob1->name != ob2->name) 202 || ob1->name != ob2->name)
206 return 0; 203 return 0;
207 204
208 //TODO: this ain't working well, use nicer and correct overflow check 205 /* Do not merge objects if nrof would overflow. First part checks
209 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 206 * for unsigned overflow (2c), second part checks whether the result
210 * value could not be stored in a sint32 (which unfortunately sometimes is 207 * would fit into a 32 bit signed int, which is often used to hold
211 * used to store nrof). 208 * nrof values.
212 */ 209 */
213 if (ob1->nrof + ob2->nrof >= 1UL << 31) 210 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
214 return 0; 211 return 0;
215 212
216 /* If the objects have been identified, set the BEEN_APPLIED flag. 213 /* If the objects have been identified, set the BEEN_APPLIED flag.
217 * This is to the comparison of the flags below will be OK. We 214 * This is to the comparison of the flags below will be OK. We
218 * just can't ignore the been applied or identified flags, as they 215 * just can't ignore the been applied or identified flags, as they
219 * are not equal - just if it has been identified, the been_applied 216 * are not equal - just if it has been identified, the been_applied
220 * flags lose any meaning. 217 * flags lose any meaning.
221 */ 218 */
222 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
223 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
224 221
225 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
226 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
227 224
228 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 225 if (ob1->arch->name != ob2->arch->name
229 || ob1->arch != ob2->arch
230 || ob1->name != ob2->name 226 || ob1->name != ob2->name
231 || ob1->title != ob2->title 227 || ob1->title != ob2->title
232 || ob1->msg != ob2->msg 228 || ob1->msg != ob2->msg
233 || ob1->weight != ob2->weight 229 || ob1->weight != ob2->weight
234 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
236 || ob1->attacktype != ob2->attacktype 230 || ob1->attacktype != ob2->attacktype
237 || ob1->magic != ob2->magic 231 || ob1->magic != ob2->magic
238 || ob1->slaying != ob2->slaying 232 || ob1->slaying != ob2->slaying
239 || ob1->skill != ob2->skill 233 || ob1->skill != ob2->skill
240 || ob1->value != ob2->value 234 || ob1->value != ob2->value
247 || ob1->move_block != ob2->move_block 241 || ob1->move_block != ob2->move_block
248 || ob1->move_allow != ob2->move_allow 242 || ob1->move_allow != ob2->move_allow
249 || ob1->move_on != ob2->move_on 243 || ob1->move_on != ob2->move_on
250 || ob1->move_off != ob2->move_off 244 || ob1->move_off != ob2->move_off
251 || ob1->move_slow != ob2->move_slow 245 || ob1->move_slow != ob2->move_slow
252 || ob1->move_slow_penalty != ob2->move_slow_penalty) 246 || ob1->move_slow_penalty != ob2->move_slow_penalty
247 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
248 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
253 return 0; 249 return 0;
254 250
251 if ((ob1->flag ^ ob2->flag)
252 .reset (FLAG_INV_LOCKED)
253 .reset (FLAG_CLIENT_SENT)
254 .reset (FLAG_REMOVED)
255 .any ())
256 return 0;
257
255 /* This is really a spellbook check - really, we should 258 /* This is really a spellbook check - we should in general
256 * check all objects in the inventory. 259 * not merge objects with real inventories, as splitting them
260 * is hard.
257 */ 261 */
258 if (ob1->inv || ob2->inv) 262 if (ob1->inv || ob2->inv)
259 { 263 {
260 /* if one object has inventory but the other doesn't, not equiv */ 264 if (!(ob1->inv && ob2->inv))
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 265 return 0; /* inventories differ in length */
262 return 0;
263 266
264 /* Now check to see if the two inventory objects could merge */ 267 if (ob1->inv->below || ob2->inv->below)
268 return 0; /* more than one object in inv */
269
265 if (!object::can_merge (ob1->inv, ob2->inv)) 270 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 271 return 0; /* inventory objects differ */
267 272
268 /* inventory ok - still need to check rest of this object to see 273 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 274 * if it is valid.
270 */ 275 */
271 } 276 }
290 if (ob1->level != ob2->level) 295 if (ob1->level != ob2->level)
291 return 0; 296 return 0;
292 break; 297 break;
293 } 298 }
294 299
295 if (ob1->key_values != NULL || ob2->key_values != NULL) 300 if (ob1->key_values || ob2->key_values)
296 { 301 {
297 /* At least one of these has key_values. */ 302 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 303 if ((!ob1->key_values) != (!ob2->key_values))
299 /* One has fields, but the other one doesn't. */ 304 return 0; /* One has fields, but the other one doesn't. */
305
306 if (!compare_ob_value_lists (ob1, ob2))
300 return 0; 307 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0;
303 } 308 }
304 309
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 310 if (ob1->self || ob2->self)
307 { 311 {
308 ob1->optimise (); 312 ob1->optimise ();
309 ob2->optimise (); 313 ob2->optimise ();
310 314
311 if (ob1->self || ob2->self) 315 if (ob1->self || ob2->self)
316 {
317 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
318 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
319
320 if (k1 != k2)
312 return 0; 321 return 0;
322
323 if (k1 == 0)
324 return 1;
325
326 if (!cfperl_can_merge (ob1, ob2))
327 return 0;
328 }
313 } 329 }
314 330
315 /* Everything passes, must be OK. */ 331 /* Everything passes, must be OK. */
316 return 1; 332 return 1;
317} 333}
318 334
335// find player who can see this object
336object *
337object::visible_to () const
338{
339 if (client_visible () && !flag [FLAG_REMOVED])
340 {
341 // see if we are in a container of sorts
342 if (env)
343 {
344 // the player inventory itself is always visible
345 if (env->type == PLAYER)
346 return env;
347
348 // else a player could have our env open
349 object *envest = env->outer_env ();
350
351 // the player itself is always on a map, so we will find him here
352 // even if our inv is in a player.
353 if (envest->is_on_map ())
354 if (object *pl = envest->ms ().player ())
355 if (pl->container == env)
356 return pl;
357 }
358 else
359 {
360 // maybe there is a player standing on the same mapspace
361 // this will catch the case where "this" is a player
362 if (object *pl = ms ().player ())
363 if (!pl->container || this == pl->container)
364 return pl;
365 }
366 }
367
368 return 0;
369}
370
371// adjust weight per container type ("of holding")
372static sint32
373weight_adjust (object *op, sint32 weight)
374{
375 return op->type == CONTAINER
376 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
377 : weight;
378}
379
319/* 380/*
381 * adjust_weight(object, weight) adds the specified weight to an object,
382 * and also updates how much the environment(s) is/are carrying.
383 */
384static void
385adjust_weight (object *op, sint32 weight)
386{
387 while (op)
388 {
389 weight = weight_adjust (op, weight);
390
391 if (!weight)
392 return;
393
394 op->carrying += weight;
395
396 if (object *pl = op->visible_to ())
397 if (pl != op) // player is handled lazily
398 esrv_update_item (UPD_WEIGHT, pl, op);
399
400 op = op->env;
401 }
402}
403
404/*
320 * sum_weight() is a recursive function which calculates the weight 405 * this is a recursive function which calculates the weight
321 * an object is carrying. It goes through in figures out how much 406 * an object is carrying. It goes through op and figures out how much
322 * containers are carrying, and sums it up. 407 * containers are carrying, and sums it up.
323 */ 408 */
324long 409void
325sum_weight (object *op) 410object::update_weight ()
326{ 411{
327 long sum; 412 sint32 sum = 0;
328 object *inv;
329 413
330 for (sum = 0, inv = op->inv; inv; inv = inv->below) 414 for (object *op = inv; op; op = op->below)
331 { 415 {
332 if (inv->inv) 416 if (op->inv)
333 sum_weight (inv); 417 op->update_weight ();
334 418
335 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 419 sum += op->total_weight ();
420 }
421
422 sum = weight_adjust (this, sum);
423
424 if (sum != carrying)
336 } 425 {
337
338 if (op->type == CONTAINER && op->stats.Str)
339 sum = (sum * (100 - op->stats.Str)) / 100;
340
341 if (op->carrying != sum)
342 op->carrying = sum; 426 carrying = sum;
343 427
344 return sum; 428 if (object *pl = visible_to ())
429 if (pl != this) // player is handled lazily
430 esrv_update_item (UPD_WEIGHT, pl, this);
431 }
345} 432}
346 433
347/** 434/*
348 * Return the outermost environment object for a given object. 435 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
349 */
350
351object *
352object_get_env_recursive (object *op)
353{
354 while (op->env != NULL)
355 op = op->env;
356 return op;
357}
358
359/*
360 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
361 * Some error messages.
362 * The result of the dump is stored in the static global errmsg array.
363 */ 436 */
364char * 437char *
365dump_object (object *op) 438dump_object (object *op)
366{ 439{
367 if (!op) 440 if (!op)
375/* 448/*
376 * get_nearest_part(multi-object, object 2) returns the part of the 449 * get_nearest_part(multi-object, object 2) returns the part of the
377 * multi-object 1 which is closest to the second object. 450 * multi-object 1 which is closest to the second object.
378 * If it's not a multi-object, it is returned. 451 * If it's not a multi-object, it is returned.
379 */ 452 */
380
381object * 453object *
382get_nearest_part (object *op, const object *pl) 454get_nearest_part (object *op, const object *pl)
383{ 455{
384 object *tmp, *closest; 456 object *tmp, *closest;
385 int last_dist, i; 457 int last_dist, i;
386 458
387 if (op->more == NULL) 459 if (!op->more)
388 return op; 460 return op;
461
389 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 462 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
463 tmp;
464 tmp = tmp->more)
390 if ((i = distance (tmp, pl)) < last_dist) 465 if ((i = distance (tmp, pl)) < last_dist)
391 closest = tmp, last_dist = i; 466 closest = tmp, last_dist = i;
467
392 return closest; 468 return closest;
393} 469}
394 470
395/* 471/*
396 * Returns the object which has the count-variable equal to the argument. 472 * Returns the object which has the count-variable equal to the argument.
473 * VERRRY slow.
397 */ 474 */
398object * 475object *
399find_object (tag_t i) 476find_object (tag_t i)
400{ 477{
401 for_all_objects (op) 478 for_all_objects (op)
421 break; 498 break;
422 499
423 return op; 500 return op;
424} 501}
425 502
426void
427free_all_object_data ()
428{
429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430}
431
432/* 503/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 504 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 505 * skill and experience objects.
506 * ACTUALLY NO! investigate! TODO
435 */ 507 */
436void 508void
437object::set_owner (object *owner) 509object::set_owner (object *owner)
438{ 510{
511 // allow objects which own objects
439 if (!owner) 512 if (owner)
440 return;
441
442 /* next line added to allow objects which own objects */
443 /* Add a check for ownercounts in here, as I got into an endless loop
444 * with the fireball owning a poison cloud which then owned the
445 * fireball. I believe that was caused by one of the objects getting
446 * freed and then another object replacing it. Since the ownercounts
447 * didn't match, this check is valid and I believe that cause is valid.
448 */
449 while (owner->owner) 513 while (owner->owner)
450 owner = owner->owner; 514 owner = owner->owner;
515
516 if (flag [FLAG_FREED])
517 {
518 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
519 return;
520 }
451 521
452 this->owner = owner; 522 this->owner = owner;
453} 523}
454 524
455int 525int
495 { 565 {
496 current_weapon = chosen_skill = 0; 566 current_weapon = chosen_skill = 0;
497 update_stats (); 567 update_stats ();
498 568
499 new_draw_info_format (NDI_UNIQUE, 0, this, 569 new_draw_info_format (NDI_UNIQUE, 0, this,
500 "You try to balance your applied items all at once, but the %s is too much. " 570 "You try to balance all your items at once, "
571 "but the %s is just too much for your body. "
501 "You need to unapply some items first.", &ob->name); 572 "[You need to unapply some items first.]", &ob->name);
502 return false; 573 return false;
503 } 574 }
504 575
505 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 576 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
506 } 577 }
507 else 578 else
508 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons."); 579 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
580
581 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
582 {
583 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
584 &name, ob->debug_desc ());
585 return false;
586 }
509 587
510 return true; 588 return true;
511} 589}
512 590
513/* Zero the key_values on op, decrementing the shared-string 591/* Zero the key_values on op, decrementing the shared-string
579object::copy_to (object *dst) 657object::copy_to (object *dst)
580{ 658{
581 *dst = *this; 659 *dst = *this;
582 660
583 if (speed < 0) 661 if (speed < 0)
584 dst->speed_left = speed_left - rndm (); 662 dst->speed_left -= rndm ();
585 663
586 dst->set_speed (dst->speed); 664 dst->set_speed (dst->speed);
587} 665}
588 666
589void 667void
590object::instantiate () 668object::instantiate ()
591{ 669{
592 if (!uuid.seq) // HACK 670 if (!uuid.seq) // HACK
593 uuid = gen_uuid (); 671 uuid = UUID::gen ();
594 672
595 speed_left = -0.1f; 673 speed_left = -0.1f;
596 /* copy the body_info to the body_used - this is only really 674 /* copy the body_info to the body_used - this is only really
597 * need for monsters, but doesn't hurt to do it for everything. 675 * need for monsters, but doesn't hurt to do it for everything.
598 * by doing so, when a monster is created, it has good starting 676 * by doing so, when a monster is created, it has good starting
757static int object_count; 835static int object_count;
758 836
759void object::link () 837void object::link ()
760{ 838{
761 assert (!index);//D 839 assert (!index);//D
762 uuid = gen_uuid (); 840 uuid = UUID::gen ();
763 count = ++object_count; 841 count = ++object_count;
764 842
765 refcnt_inc (); 843 refcnt_inc ();
766 objects.insert (this); 844 objects.insert (this);
767} 845}
840object::destroy_inv (bool drop_to_ground) 918object::destroy_inv (bool drop_to_ground)
841{ 919{
842 // need to check first, because the checks below might segfault 920 // need to check first, because the checks below might segfault
843 // as we might be on an invalid mapspace and crossfire code 921 // as we might be on an invalid mapspace and crossfire code
844 // is too buggy to ensure that the inventory is empty. 922 // is too buggy to ensure that the inventory is empty.
845 // corollary: if you create arrows etc. with stuff in tis inventory, 923 // corollary: if you create arrows etc. with stuff in its inventory,
846 // cf will crash below with off-map x and y 924 // cf will crash below with off-map x and y
847 if (!inv) 925 if (!inv)
848 return; 926 return;
849 927
850 /* Only if the space blocks everything do we not process - 928 /* Only if the space blocks everything do we not process -
851 * if some form of movement is allowed, let objects 929 * if some form of movement is allowed, let objects
852 * drop on that space. 930 * drop on that space.
853 */ 931 */
854 if (!drop_to_ground 932 if (!drop_to_ground
855 || !map 933 || !map
856 || map->in_memory != MAP_IN_MEMORY 934 || map->in_memory != MAP_ACTIVE
857 || map->nodrop 935 || map->nodrop
858 || ms ().move_block == MOVE_ALL) 936 || ms ().move_block == MOVE_ALL)
859 { 937 {
860 while (inv) 938 while (inv)
861 { 939 {
862 inv->destroy_inv (drop_to_ground); 940 inv->destroy_inv (false);
863 inv->destroy (); 941 inv->destroy ();
864 } 942 }
865 } 943 }
866 else 944 else
867 { /* Put objects in inventory onto this space */ 945 { /* Put objects in inventory onto this space */
873 || op->flag [FLAG_NO_DROP] 951 || op->flag [FLAG_NO_DROP]
874 || op->type == RUNE 952 || op->type == RUNE
875 || op->type == TRAP 953 || op->type == TRAP
876 || op->flag [FLAG_IS_A_TEMPLATE] 954 || op->flag [FLAG_IS_A_TEMPLATE]
877 || op->flag [FLAG_DESTROY_ON_DEATH]) 955 || op->flag [FLAG_DESTROY_ON_DEATH])
878 op->destroy (); 956 op->destroy (true);
879 else 957 else
880 map->insert (op, x, y); 958 map->insert (op, x, y);
881 } 959 }
882 } 960 }
883} 961}
890} 968}
891 969
892void 970void
893object::do_destroy () 971object::do_destroy ()
894{ 972{
895 attachable::do_destroy ();
896
897 if (flag [FLAG_IS_LINKED]) 973 if (flag [FLAG_IS_LINKED])
898 remove_button_link (this); 974 remove_button_link (this);
899 975
900 if (flag [FLAG_FRIENDLY]) 976 if (flag [FLAG_FRIENDLY])
901 remove_friendly_object (this); 977 remove_friendly_object (this);
902 978
903 if (!flag [FLAG_REMOVED])
904 remove (); 979 remove ();
905 980
906 destroy_inv (true); 981 attachable::do_destroy ();
907 982
908 deactivate (); 983 deactivate ();
909 unlink (); 984 unlink ();
910 985
911 flag [FLAG_FREED] = 1; 986 flag [FLAG_FREED] = 1;
916 991
917 if (!freed_map) 992 if (!freed_map)
918 { 993 {
919 freed_map = new maptile; 994 freed_map = new maptile;
920 995
996 freed_map->path = "<freed objects map>";
921 freed_map->name = "/internal/freed_objects_map"; 997 freed_map->name = "/internal/freed_objects_map";
922 freed_map->width = 3; 998 freed_map->width = 3;
923 freed_map->height = 3; 999 freed_map->height = 3;
1000 freed_map->nodrop = 1;
924 1001
925 freed_map->alloc (); 1002 freed_map->alloc ();
926 freed_map->in_memory = MAP_IN_MEMORY; 1003 freed_map->in_memory = MAP_ACTIVE;
927 } 1004 }
928 1005
929 map = freed_map; 1006 map = freed_map;
930 x = 1; 1007 x = 1;
931 y = 1; 1008 y = 1;
932 } 1009 }
933 1010
934 head = 0;
935
936 if (more) 1011 if (more)
937 { 1012 {
938 more->destroy (); 1013 more->destroy ();
939 more = 0; 1014 more = 0;
940 } 1015 }
941 1016
1017 head = 0;
1018
942 // clear those pointers that likely might have circular references to us 1019 // clear those pointers that likely might cause circular references
943 owner = 0; 1020 owner = 0;
944 enemy = 0; 1021 enemy = 0;
945 attacked_by = 0; 1022 attacked_by = 0;
1023 current_weapon = 0;
946} 1024}
947 1025
948void 1026void
949object::destroy (bool destroy_inventory) 1027object::destroy (bool destroy_inventory)
950{ 1028{
951 if (destroyed ()) 1029 if (destroyed ())
952 return; 1030 return;
953 1031
1032 if (!is_head () && !head->destroyed ())
1033 {
1034 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1035 head->destroy (destroy_inventory);
1036 }
1037
954 if (destroy_inventory) 1038 destroy_inv (!destroy_inventory);
955 destroy_inv (false); 1039
1040 if (is_head ())
1041 if (sound_destroy)
1042 play_sound (sound_destroy);
1043 else if (flag [FLAG_MONSTER])
1044 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
956 1045
957 attachable::destroy (); 1046 attachable::destroy ();
958}
959
960/*
961 * sub_weight() recursively (outwards) subtracts a number from the
962 * weight of an object (and what is carried by it's environment(s)).
963 */
964void
965sub_weight (object *op, signed long weight)
966{
967 while (op != NULL)
968 {
969 if (op->type == CONTAINER)
970 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
971
972 op->carrying -= weight;
973 op = op->env;
974 }
975} 1047}
976 1048
977/* op->remove (): 1049/* op->remove ():
978 * This function removes the object op from the linked list of objects 1050 * This function removes the object op from the linked list of objects
979 * which it is currently tied to. When this function is done, the 1051 * which it is currently tied to. When this function is done, the
985object::do_remove () 1057object::do_remove ()
986{ 1058{
987 object *tmp, *last = 0; 1059 object *tmp, *last = 0;
988 object *otmp; 1060 object *otmp;
989 1061
990 if (QUERY_FLAG (this, FLAG_REMOVED)) 1062 if (flag [FLAG_REMOVED])
991 return; 1063 return;
992 1064
993 SET_FLAG (this, FLAG_REMOVED);
994 INVOKE_OBJECT (REMOVE, this); 1065 INVOKE_OBJECT (REMOVE, this);
1066
1067 flag [FLAG_REMOVED] = true;
995 1068
996 if (more) 1069 if (more)
997 more->remove (); 1070 more->remove ();
998 1071
999 /* 1072 /*
1000 * In this case, the object to be removed is in someones 1073 * In this case, the object to be removed is in someones
1001 * inventory. 1074 * inventory.
1002 */ 1075 */
1003 if (env) 1076 if (env)
1004 { 1077 {
1078 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1079 if (object *pl = visible_to ())
1080 esrv_del_item (pl->contr, count);
1081 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1082
1083 adjust_weight (env, -total_weight ());
1084
1085 *(above ? &above->below : &env->inv) = below;
1086
1005 if (nrof) 1087 if (below)
1006 sub_weight (env, weight * nrof); 1088 below->above = above;
1007 else 1089
1008 sub_weight (env, weight + carrying); 1090 /* we set up values so that it could be inserted into
1091 * the map, but we don't actually do that - it is up
1092 * to the caller to decide what we want to do.
1093 */
1094 map = env->map;
1095 x = env->x;
1096 y = env->y;
1097 above = 0;
1098 below = 0;
1099 env = 0;
1009 1100
1010 /* NO_FIX_PLAYER is set when a great many changes are being 1101 /* NO_FIX_PLAYER is set when a great many changes are being
1011 * made to players inventory. If set, avoiding the call 1102 * made to players inventory. If set, avoiding the call
1012 * to save cpu time. 1103 * to save cpu time.
1013 */ 1104 */
1014 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1105 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1015 otmp->update_stats (); 1106 otmp->update_stats ();
1016
1017 if (above)
1018 above->below = below;
1019 else
1020 env->inv = below;
1021
1022 if (below)
1023 below->above = above;
1024
1025 /* we set up values so that it could be inserted into
1026 * the map, but we don't actually do that - it is up
1027 * to the caller to decide what we want to do.
1028 */
1029 x = env->x, y = env->y;
1030 map = env->map;
1031 above = 0, below = 0;
1032 env = 0;
1033 } 1107 }
1034 else if (map) 1108 else if (map)
1035 { 1109 {
1036 if (type == PLAYER)
1037 {
1038 // leaving a spot always closes any open container on the ground
1039 if (container && !container->env)
1040 // this causes spurious floorbox updates, but it ensures
1041 // that the CLOSE event is being sent.
1042 close_container ();
1043
1044 --map->players;
1045 map->touch ();
1046 }
1047
1048 map->dirty = true; 1110 map->dirty = true;
1049 mapspace &ms = this->ms (); 1111 mapspace &ms = this->ms ();
1112
1113 if (object *pl = ms.player ())
1114 {
1115 if (type == PLAYER) // this == pl(!)
1116 {
1117 // leaving a spot always closes any open container on the ground
1118 if (container && !container->env)
1119 // this causes spurious floorbox updates, but it ensures
1120 // that the CLOSE event is being sent.
1121 close_container ();
1122
1123 --map->players;
1124 map->touch ();
1125 }
1126 else if (pl->container == this)
1127 {
1128 // removing a container should close it
1129 close_container ();
1130 }
1131
1132 esrv_del_item (pl->contr, count);
1133 }
1050 1134
1051 /* link the object above us */ 1135 /* link the object above us */
1052 if (above) 1136 if (above)
1053 above->below = below; 1137 above->below = below;
1054 else 1138 else
1075 if (map->in_memory == MAP_SAVING) 1159 if (map->in_memory == MAP_SAVING)
1076 return; 1160 return;
1077 1161
1078 int check_walk_off = !flag [FLAG_NO_APPLY]; 1162 int check_walk_off = !flag [FLAG_NO_APPLY];
1079 1163
1164 if (object *pl = ms.player ())
1165 {
1166 if (pl->container == this)
1167 /* If a container that the player is currently using somehow gets
1168 * removed (most likely destroyed), update the player view
1169 * appropriately.
1170 */
1171 pl->close_container ();
1172
1173 //TODO: the floorbox prev/next might need updating
1174 esrv_del_item (pl->contr, count);
1175 }
1176
1080 for (tmp = ms.bot; tmp; tmp = tmp->above) 1177 for (tmp = ms.bot; tmp; tmp = tmp->above)
1081 { 1178 {
1082 /* No point updating the players look faces if he is the object 1179 /* No point updating the players look faces if he is the object
1083 * being removed. 1180 * being removed.
1084 */ 1181 */
1085
1086 if (tmp->type == PLAYER && tmp != this)
1087 {
1088 /* If a container that the player is currently using somehow gets
1089 * removed (most likely destroyed), update the player view
1090 * appropriately.
1091 */
1092 if (tmp->container == this)
1093 {
1094 flag [FLAG_APPLIED] = 0;
1095 tmp->container = 0;
1096 }
1097
1098 if (tmp->contr->ns)
1099 tmp->contr->ns->floorbox_update ();
1100 }
1101 1182
1102 /* See if object moving off should effect something */ 1183 /* See if object moving off should effect something */
1103 if (check_walk_off 1184 if (check_walk_off
1104 && ((move_type & tmp->move_off) 1185 && ((move_type & tmp->move_off)
1105 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1186 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1108 1189
1109 if (destroyed ()) 1190 if (destroyed ())
1110 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1191 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1111 } 1192 }
1112 1193
1113 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1114 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1115 if (tmp->above == tmp)
1116 tmp->above = 0;
1117
1118 last = tmp; 1194 last = tmp;
1119 } 1195 }
1120 1196
1121 /* last == NULL if there are no objects on this space */ 1197 /* last == NULL if there are no objects on this space */
1122 //TODO: this makes little sense, why only update the topmost object? 1198 //TODO: this makes little sense, why only update the topmost object?
1142merge_ob (object *op, object *top) 1218merge_ob (object *op, object *top)
1143{ 1219{
1144 if (!op->nrof) 1220 if (!op->nrof)
1145 return 0; 1221 return 0;
1146 1222
1147 if (top) 1223 if (!top)
1148 for (top = op; top && top->above; top = top->above) 1224 for (top = op; top && top->above; top = top->above)
1149 ; 1225 ;
1150 1226
1151 for (; top; top = top->below) 1227 for (; top; top = top->below)
1152 {
1153 if (top == op)
1154 continue;
1155
1156 if (object::can_merge (op, top)) 1228 if (object::can_merge (op, top))
1157 { 1229 {
1158 top->nrof += op->nrof; 1230 top->nrof += op->nrof;
1159 1231
1160/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1232 if (object *pl = top->visible_to ())
1161 op->weight = 0; /* Don't want any adjustements now */ 1233 esrv_update_item (UPD_NROF, pl, top);
1234
1235 op->weight = 0; // cancel the addition above
1236 op->carrying = 0; // must be 0 already
1237
1162 op->destroy (); 1238 op->destroy (1);
1239
1163 return top; 1240 return top;
1164 } 1241 }
1165 }
1166 1242
1167 return 0; 1243 return 0;
1168} 1244}
1169 1245
1170void 1246void
1173 if (more) 1249 if (more)
1174 return; 1250 return;
1175 1251
1176 object *prev = this; 1252 object *prev = this;
1177 1253
1178 for (archetype *at = arch->more; at; at = at->more) 1254 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1179 { 1255 {
1180 object *op = arch_to_object (at); 1256 object *op = arch_to_object (at);
1181 1257
1182 op->name = name; 1258 op->name = name;
1183 op->name_pl = name_pl; 1259 op->name_pl = name_pl;
1197object * 1273object *
1198insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1274insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1199{ 1275{
1200 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1276 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1201 { 1277 {
1202 tmp->x = x + tmp->arch->clone.x; 1278 tmp->x = x + tmp->arch->x;
1203 tmp->y = y + tmp->arch->clone.y; 1279 tmp->y = y + tmp->arch->y;
1204 } 1280 }
1205 1281
1206 return insert_ob_in_map (op, m, originator, flag); 1282 return insert_ob_in_map (op, m, originator, flag);
1207} 1283}
1208 1284
1229object * 1305object *
1230insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1306insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1231{ 1307{
1232 assert (!op->flag [FLAG_FREED]); 1308 assert (!op->flag [FLAG_FREED]);
1233 1309
1234 object *tmp, *top, *floor = NULL;
1235
1236 op->remove (); 1310 op->remove ();
1237
1238#if 0
1239 if (!m->active != !op->active)
1240 if (m->active)
1241 op->activate_recursive ();
1242 else
1243 op->deactivate_recursive ();
1244#endif
1245
1246 if (out_of_map (m, op->x, op->y))
1247 {
1248 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1249#ifdef MANY_CORES
1250 /* Better to catch this here, as otherwise the next use of this object
1251 * is likely to cause a crash. Better to find out where it is getting
1252 * improperly inserted.
1253 */
1254 abort ();
1255#endif
1256 return op;
1257 }
1258
1259 if (object *more = op->more)
1260 {
1261 if (!insert_ob_in_map (more, m, originator, flag))
1262 {
1263 if (!op->head)
1264 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1265
1266 return 0;
1267 }
1268 }
1269
1270 CLEAR_FLAG (op, FLAG_REMOVED);
1271 1311
1272 /* Ideally, the caller figures this out. However, it complicates a lot 1312 /* Ideally, the caller figures this out. However, it complicates a lot
1273 * of areas of callers (eg, anything that uses find_free_spot would now 1313 * of areas of callers (eg, anything that uses find_free_spot would now
1274 * need extra work 1314 * need extra work
1275 */ 1315 */
1276 if (!xy_normalise (m, op->x, op->y)) 1316 if (!xy_normalise (m, op->x, op->y))
1317 {
1318 op->destroy (1);
1277 return 0; 1319 return 0;
1320 }
1321
1322 if (object *more = op->more)
1323 if (!insert_ob_in_map (more, m, originator, flag))
1324 return 0;
1325
1326 CLEAR_FLAG (op, FLAG_REMOVED);
1278 1327
1279 op->map = m; 1328 op->map = m;
1280 mapspace &ms = op->ms (); 1329 mapspace &ms = op->ms ();
1281 1330
1282 /* this has to be done after we translate the coordinates. 1331 /* this has to be done after we translate the coordinates.
1283 */ 1332 */
1284 if (op->nrof && !(flag & INS_NO_MERGE)) 1333 if (op->nrof && !(flag & INS_NO_MERGE))
1285 for (tmp = ms.bot; tmp; tmp = tmp->above) 1334 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1286 if (object::can_merge (op, tmp)) 1335 if (object::can_merge (op, tmp))
1287 { 1336 {
1337 // TODO: we atcually want to update tmp, not op,
1338 // but some caller surely breaks when we return tmp
1339 // from here :/
1288 op->nrof += tmp->nrof; 1340 op->nrof += tmp->nrof;
1289 tmp->destroy (); 1341 tmp->destroy (1);
1290 } 1342 }
1291 1343
1292 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1344 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1293 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1345 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1294 1346
1314 /* since *below* originator, no need to update top */ 1366 /* since *below* originator, no need to update top */
1315 originator->below = op; 1367 originator->below = op;
1316 } 1368 }
1317 else 1369 else
1318 { 1370 {
1371 object *top, *floor = NULL;
1372
1319 top = ms.bot; 1373 top = ms.bot;
1320 1374
1321 /* If there are other objects, then */ 1375 /* If there are other objects, then */
1322 if ((!(flag & INS_MAP_LOAD)) && top) 1376 if (top)
1323 { 1377 {
1324 object *last = 0; 1378 object *last = 0;
1325 1379
1326 /* 1380 /*
1327 * If there are multiple objects on this space, we do some trickier handling. 1381 * If there are multiple objects on this space, we do some trickier handling.
1380 if (last && last->below && last != floor) 1434 if (last && last->below && last != floor)
1381 top = last->below; 1435 top = last->below;
1382 } 1436 }
1383 } /* If objects on this space */ 1437 } /* If objects on this space */
1384 1438
1385 if (flag & INS_MAP_LOAD)
1386 top = ms.top;
1387
1388 if (flag & INS_ABOVE_FLOOR_ONLY) 1439 if (flag & INS_ABOVE_FLOOR_ONLY)
1389 top = floor; 1440 top = floor;
1390 1441
1391 /* Top is the object that our object (op) is going to get inserted above. 1442 /* Top is the object that our object (op) is going to get inserted above.
1392 */ 1443 */
1424 op->map->touch (); 1475 op->map->touch ();
1425 } 1476 }
1426 1477
1427 op->map->dirty = true; 1478 op->map->dirty = true;
1428 1479
1429 /* If we have a floor, we know the player, if any, will be above
1430 * it, so save a few ticks and start from there.
1431 */
1432 if (!(flag & INS_MAP_LOAD))
1433 if (object *pl = ms.player ()) 1480 if (object *pl = ms.player ())
1434 if (pl->contr->ns) 1481 //TODO: the floorbox prev/next might need updating
1435 pl->contr->ns->floorbox_update (); 1482 esrv_send_item (pl, op);
1436 1483
1437 /* If this object glows, it may affect lighting conditions that are 1484 /* If this object glows, it may affect lighting conditions that are
1438 * visible to others on this map. But update_all_los is really 1485 * visible to others on this map. But update_all_los is really
1439 * an inefficient way to do this, as it means los for all players 1486 * an inefficient way to do this, as it means los for all players
1440 * on the map will get recalculated. The players could very well 1487 * on the map will get recalculated. The players could very well
1459 * blocked() and wall() work properly), and these flags are updated by 1506 * blocked() and wall() work properly), and these flags are updated by
1460 * update_object(). 1507 * update_object().
1461 */ 1508 */
1462 1509
1463 /* if this is not the head or flag has been passed, don't check walk on status */ 1510 /* if this is not the head or flag has been passed, don't check walk on status */
1464 if (!(flag & INS_NO_WALK_ON) && !op->head) 1511 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1465 { 1512 {
1466 if (check_move_on (op, originator)) 1513 if (check_move_on (op, originator))
1467 return 0; 1514 return 0;
1468 1515
1469 /* If we are a multi part object, lets work our way through the check 1516 /* If we are a multi part object, lets work our way through the check
1470 * walk on's. 1517 * walk on's.
1471 */ 1518 */
1472 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1519 for (object *tmp = op->more; tmp; tmp = tmp->more)
1473 if (check_move_on (tmp, originator)) 1520 if (check_move_on (tmp, originator))
1474 return 0; 1521 return 0;
1475 } 1522 }
1476 1523
1477 return op; 1524 return op;
1482 * op is the object to insert it under: supplies x and the map. 1529 * op is the object to insert it under: supplies x and the map.
1483 */ 1530 */
1484void 1531void
1485replace_insert_ob_in_map (const char *arch_string, object *op) 1532replace_insert_ob_in_map (const char *arch_string, object *op)
1486{ 1533{
1487 object *tmp, *tmp1;
1488
1489 /* first search for itself and remove any old instances */ 1534 /* first search for itself and remove any old instances */
1490 1535
1491 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1536 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1492 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1537 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1493 tmp->destroy (); 1538 tmp->destroy (1);
1494 1539
1495 tmp1 = arch_to_object (archetype::find (arch_string)); 1540 object *tmp = arch_to_object (archetype::find (arch_string));
1496 1541
1497 tmp1->x = op->x; 1542 tmp->x = op->x;
1498 tmp1->y = op->y; 1543 tmp->y = op->y;
1544
1499 insert_ob_in_map (tmp1, op->map, op, 0); 1545 insert_ob_in_map (tmp, op->map, op, 0);
1500} 1546}
1501 1547
1502object * 1548object *
1503object::insert_at (object *where, object *originator, int flags) 1549object::insert_at (object *where, object *originator, int flags)
1504{ 1550{
1551 if (where->env)
1552 return where->env->insert (this);
1553 else
1505 return where->map->insert (this, where->x, where->y, originator, flags); 1554 return where->map->insert (this, where->x, where->y, originator, flags);
1506} 1555}
1507 1556
1508/* 1557/*
1509 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1510 * is returned contains nr objects, and the remaining parts contains
1511 * the rest (or is removed and freed if that number is 0).
1512 * On failure, NULL is returned, and the reason put into the
1513 * global static errmsg array.
1514 */
1515object *
1516get_split_ob (object *orig_ob, uint32 nr)
1517{
1518 object *newob;
1519 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1520
1521 if (orig_ob->nrof < nr)
1522 {
1523 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1524 return NULL;
1525 }
1526
1527 newob = object_create_clone (orig_ob);
1528
1529 if ((orig_ob->nrof -= nr) < 1)
1530 orig_ob->destroy (1);
1531 else if (!is_removed)
1532 {
1533 if (orig_ob->env != NULL)
1534 sub_weight (orig_ob->env, orig_ob->weight * nr);
1535 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1536 {
1537 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1538 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1539 return NULL;
1540 }
1541 }
1542
1543 newob->nrof = nr;
1544
1545 return newob;
1546}
1547
1548/*
1549 * decrease_ob_nr(object, number) decreases a specified number from 1558 * decrease(object, number) decreases a specified number from
1550 * the amount of an object. If the amount reaches 0, the object 1559 * the amount of an object. If the amount reaches 0, the object
1551 * is subsequently removed and freed. 1560 * is subsequently removed and freed.
1552 * 1561 *
1553 * Return value: 'op' if something is left, NULL if the amount reached 0 1562 * Return value: 'op' if something is left, NULL if the amount reached 0
1554 */ 1563 */
1564bool
1565object::decrease (sint32 nr)
1566{
1567 if (!nr)
1568 return true;
1569
1570 nr = min (nr, nrof);
1571
1572 nrof -= nr;
1573
1574 if (nrof)
1575 {
1576 adjust_weight (env, -weight * nr); // carrying == 0
1577
1578 if (object *pl = visible_to ())
1579 esrv_update_item (UPD_NROF, pl, this);
1580
1581 return true;
1582 }
1583 else
1584 {
1585 destroy (1);
1586 return false;
1587 }
1588}
1589
1590/*
1591 * split(ob,nr) splits up ob into two parts. The part which
1592 * is returned contains nr objects, and the remaining parts contains
1593 * the rest (or is removed and returned if that number is 0).
1594 * On failure, NULL is returned.
1595 */
1555object * 1596object *
1556decrease_ob_nr (object *op, uint32 i) 1597object::split (sint32 nr)
1557{ 1598{
1558 object *tmp; 1599 int have = number_of ();
1559 1600
1560 if (i == 0) /* objects with op->nrof require this check */ 1601 if (have < nr)
1561 return op; 1602 return 0;
1562 1603 else if (have == nr)
1563 if (i > op->nrof)
1564 i = op->nrof;
1565
1566 if (QUERY_FLAG (op, FLAG_REMOVED))
1567 op->nrof -= i;
1568 else if (op->env)
1569 { 1604 {
1570 /* is this object in the players inventory, or sub container
1571 * therein?
1572 */
1573 tmp = op->in_player ();
1574 /* nope. Is this a container the player has opened?
1575 * If so, set tmp to that player.
1576 * IMO, searching through all the players will mostly
1577 * likely be quicker than following op->env to the map,
1578 * and then searching the map for a player.
1579 */
1580 if (!tmp)
1581 for_all_players (pl)
1582 if (pl->ob->container == op->env)
1583 {
1584 tmp = pl->ob;
1585 break;
1586 }
1587
1588 if (i < op->nrof)
1589 {
1590 sub_weight (op->env, op->weight * i);
1591 op->nrof -= i;
1592 if (tmp)
1593 esrv_send_item (tmp, op);
1594 }
1595 else
1596 {
1597 op->remove (); 1605 remove ();
1598 op->nrof = 0; 1606 return this;
1599 if (tmp)
1600 esrv_del_item (tmp->contr, op->count);
1601 }
1602 } 1607 }
1603 else 1608 else
1604 { 1609 {
1605 object *above = op->above; 1610 decrease (nr);
1606 1611
1607 if (i < op->nrof) 1612 object *op = object_create_clone (this);
1608 op->nrof -= i; 1613 op->nrof = nr;
1609 else
1610 {
1611 op->remove ();
1612 op->nrof = 0;
1613 }
1614
1615 /* Since we just removed op, op->above is null */
1616 for (tmp = above; tmp; tmp = tmp->above)
1617 if (tmp->type == PLAYER)
1618 {
1619 if (op->nrof)
1620 esrv_send_item (tmp, op);
1621 else
1622 esrv_del_item (tmp->contr, op->count);
1623 }
1624 }
1625
1626 if (op->nrof)
1627 return op; 1614 return op;
1628 else
1629 {
1630 op->destroy ();
1631 return 0;
1632 }
1633}
1634
1635/*
1636 * add_weight(object, weight) adds the specified weight to an object,
1637 * and also updates how much the environment(s) is/are carrying.
1638 */
1639void
1640add_weight (object *op, signed long weight)
1641{
1642 while (op != NULL)
1643 {
1644 if (op->type == CONTAINER)
1645 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1646
1647 op->carrying += weight;
1648 op = op->env;
1649 } 1615 }
1650} 1616}
1651 1617
1652object * 1618object *
1653insert_ob_in_ob (object *op, object *where) 1619insert_ob_in_ob (object *op, object *where)
1658 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1624 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1659 free (dump); 1625 free (dump);
1660 return op; 1626 return op;
1661 } 1627 }
1662 1628
1663 if (where->head) 1629 if (where->head_ () != where)
1664 { 1630 {
1665 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1631 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1666 where = where->head; 1632 where = where->head;
1667 } 1633 }
1668 1634
1669 return where->insert (op); 1635 return where->insert (op);
1670} 1636}
1678 * be != op, if items are merged. -Tero 1644 * be != op, if items are merged. -Tero
1679 */ 1645 */
1680object * 1646object *
1681object::insert (object *op) 1647object::insert (object *op)
1682{ 1648{
1683 object *tmp, *otmp;
1684
1685 if (!QUERY_FLAG (op, FLAG_REMOVED))
1686 op->remove ();
1687
1688 if (op->more) 1649 if (op->more)
1689 { 1650 {
1690 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1651 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1691 return op; 1652 return op;
1692 } 1653 }
1693 1654
1694 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1655 op->remove ();
1695 CLEAR_FLAG (op, FLAG_REMOVED); 1656
1657 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1658
1696 if (op->nrof) 1659 if (op->nrof)
1697 {
1698 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1660 for (object *tmp = inv; tmp; tmp = tmp->below)
1699 if (object::can_merge (tmp, op)) 1661 if (object::can_merge (tmp, op))
1700 { 1662 {
1701 /* return the original object and remove inserted object 1663 /* return the original object and remove inserted object
1702 (client needs the original object) */ 1664 (client needs the original object) */
1703 tmp->nrof += op->nrof; 1665 tmp->nrof += op->nrof;
1704 /* Weight handling gets pretty funky. Since we are adding to 1666
1705 * tmp->nrof, we need to increase the weight. 1667 if (object *pl = tmp->visible_to ())
1706 */ 1668 esrv_update_item (UPD_NROF, pl, tmp);
1669
1707 add_weight (this, op->weight * op->nrof); 1670 adjust_weight (this, op->total_weight ());
1708 SET_FLAG (op, FLAG_REMOVED); 1671
1709 op->destroy (); /* free the inserted object */ 1672 op->destroy (1);
1710 op = tmp; 1673 op = tmp;
1711 op->remove (); /* and fix old object's links */ 1674 goto inserted;
1712 CLEAR_FLAG (op, FLAG_REMOVED);
1713 break;
1714 } 1675 }
1715 1676
1716 /* I assume combined objects have no inventory 1677 op->owner = 0; // it's his/hers now. period.
1717 * We add the weight - this object could have just been removed
1718 * (if it was possible to merge). calling remove_ob will subtract
1719 * the weight, so we need to add it in again, since we actually do
1720 * the linking below
1721 */
1722 add_weight (this, op->weight * op->nrof);
1723 }
1724 else
1725 add_weight (this, (op->weight + op->carrying));
1726
1727 otmp = this->in_player ();
1728 if (otmp && otmp->contr)
1729 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1730 otmp->update_stats ();
1731
1732 op->map = 0; 1678 op->map = 0;
1733 op->env = this; 1679 op->x = 0;
1680 op->y = 0;
1681
1734 op->above = 0; 1682 op->above = 0;
1735 op->below = 0; 1683 op->below = inv;
1736 op->x = 0, op->y = 0; 1684 op->env = this;
1737 1685
1686 if (inv)
1687 inv->above = op;
1688
1689 inv = op;
1690
1691 op->flag [FLAG_REMOVED] = 0;
1692
1693 if (object *pl = op->visible_to ())
1694 esrv_send_item (pl, op);
1695
1696 adjust_weight (this, op->total_weight ());
1697
1698inserted:
1738 /* reset the light list and los of the players on the map */ 1699 /* reset the light list and los of the players on the map */
1739 if ((op->glow_radius != 0) && map) 1700 if (op->glow_radius && map && map->darkness)
1740 {
1741#ifdef DEBUG_LIGHTS
1742 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1743#endif /* DEBUG_LIGHTS */
1744 if (map->darkness)
1745 update_all_los (map, x, y); 1701 update_all_los (map, x, y);
1746 }
1747 1702
1748 /* Client has no idea of ordering so lets not bother ordering it here. 1703 // if this is a player's inventory, update stats
1749 * It sure simplifies this function... 1704 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1750 */ 1705 update_stats ();
1751 if (!inv)
1752 inv = op;
1753 else
1754 {
1755 op->below = inv;
1756 op->below->above = op;
1757 inv = op;
1758 }
1759 1706
1760 INVOKE_OBJECT (INSERT, this); 1707 INVOKE_OBJECT (INSERT, this);
1761 1708
1762 return op; 1709 return op;
1763} 1710}
1978 * activate recursively a flag on an object inventory 1925 * activate recursively a flag on an object inventory
1979 */ 1926 */
1980void 1927void
1981flag_inv (object *op, int flag) 1928flag_inv (object *op, int flag)
1982{ 1929{
1983 if (op->inv)
1984 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1930 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1985 { 1931 {
1986 SET_FLAG (tmp, flag); 1932 SET_FLAG (tmp, flag);
1987 flag_inv (tmp, flag); 1933 flag_inv (tmp, flag);
1988 } 1934 }
1989} 1935}
1990 1936
1991/* 1937/*
1992 * deactivate recursively a flag on an object inventory 1938 * deactivate recursively a flag on an object inventory
1993 */ 1939 */
1994void 1940void
1995unflag_inv (object *op, int flag) 1941unflag_inv (object *op, int flag)
1996{ 1942{
1997 if (op->inv)
1998 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1943 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1999 { 1944 {
2000 CLEAR_FLAG (tmp, flag); 1945 CLEAR_FLAG (tmp, flag);
2001 unflag_inv (tmp, flag); 1946 unflag_inv (tmp, flag);
2002 } 1947 }
2003}
2004
2005/*
2006 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2007 * all it's inventory (recursively).
2008 * If checksums are used, a player will get set_cheat called for
2009 * him/her-self and all object carried by a call to this function.
2010 */
2011void
2012set_cheat (object *op)
2013{
2014 SET_FLAG (op, FLAG_WAS_WIZ);
2015 flag_inv (op, FLAG_WAS_WIZ);
2016} 1948}
2017 1949
2018/* 1950/*
2019 * find_free_spot(object, map, x, y, start, stop) will search for 1951 * find_free_spot(object, map, x, y, start, stop) will search for
2020 * a spot at the given map and coordinates which will be able to contain 1952 * a spot at the given map and coordinates which will be able to contain
2022 * to search (see the freearr_x/y[] definition). 1954 * to search (see the freearr_x/y[] definition).
2023 * It returns a random choice among the alternatives found. 1955 * It returns a random choice among the alternatives found.
2024 * start and stop are where to start relative to the free_arr array (1,9 1956 * start and stop are where to start relative to the free_arr array (1,9
2025 * does all 4 immediate directions). This returns the index into the 1957 * does all 4 immediate directions). This returns the index into the
2026 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1958 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2027 * Note - this only checks to see if there is space for the head of the
2028 * object - if it is a multispace object, this should be called for all
2029 * pieces.
2030 * Note2: This function does correctly handle tiled maps, but does not 1959 * Note: This function does correctly handle tiled maps, but does not
2031 * inform the caller. However, insert_ob_in_map will update as 1960 * inform the caller. However, insert_ob_in_map will update as
2032 * necessary, so the caller shouldn't need to do any special work. 1961 * necessary, so the caller shouldn't need to do any special work.
2033 * Note - updated to take an object instead of archetype - this is necessary 1962 * Note - updated to take an object instead of archetype - this is necessary
2034 * because arch_blocked (now ob_blocked) needs to know the movement type 1963 * because arch_blocked (now ob_blocked) needs to know the movement type
2035 * to know if the space in question will block the object. We can't use 1964 * to know if the space in question will block the object. We can't use
2037 * customized, changed states, etc. 1966 * customized, changed states, etc.
2038 */ 1967 */
2039int 1968int
2040find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1969find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2041{ 1970{
1971 int altern[SIZEOFFREE];
2042 int index = 0, flag; 1972 int index = 0, flag;
2043 int altern[SIZEOFFREE];
2044 1973
2045 for (int i = start; i < stop; i++) 1974 for (int i = start; i < stop; i++)
2046 { 1975 {
2047 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1976 mapxy pos (m, x, y); pos.move (i);
2048 if (!flag) 1977
1978 if (!pos.normalise ())
1979 continue;
1980
1981 mapspace &ms = *pos;
1982
1983 if (ms.flags () & P_IS_ALIVE)
1984 continue;
1985
1986 /* However, often
1987 * ob doesn't have any move type (when used to place exits)
1988 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1989 */
1990 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1991 {
2049 altern [index++] = i; 1992 altern [index++] = i;
1993 continue;
1994 }
2050 1995
2051 /* Basically, if we find a wall on a space, we cut down the search size. 1996 /* Basically, if we find a wall on a space, we cut down the search size.
2052 * In this way, we won't return spaces that are on another side of a wall. 1997 * In this way, we won't return spaces that are on another side of a wall.
2053 * This mostly work, but it cuts down the search size in all directions - 1998 * This mostly work, but it cuts down the search size in all directions -
2054 * if the space being examined only has a wall to the north and empty 1999 * if the space being examined only has a wall to the north and empty
2055 * spaces in all the other directions, this will reduce the search space 2000 * spaces in all the other directions, this will reduce the search space
2056 * to only the spaces immediately surrounding the target area, and 2001 * to only the spaces immediately surrounding the target area, and
2057 * won't look 2 spaces south of the target space. 2002 * won't look 2 spaces south of the target space.
2058 */ 2003 */
2059 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2004 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2005 {
2060 stop = maxfree[i]; 2006 stop = maxfree[i];
2007 continue;
2008 }
2009
2010 /* Note it is intentional that we check ob - the movement type of the
2011 * head of the object should correspond for the entire object.
2012 */
2013 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2014 continue;
2015
2016 if (ob->blocked (m, pos.x, pos.y))
2017 continue;
2018
2019 altern [index++] = i;
2061 } 2020 }
2062 2021
2063 if (!index) 2022 if (!index)
2064 return -1; 2023 return -1;
2065 2024
2074 */ 2033 */
2075int 2034int
2076find_first_free_spot (const object *ob, maptile *m, int x, int y) 2035find_first_free_spot (const object *ob, maptile *m, int x, int y)
2077{ 2036{
2078 for (int i = 0; i < SIZEOFFREE; i++) 2037 for (int i = 0; i < SIZEOFFREE; i++)
2079 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2038 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2080 return i; 2039 return i;
2081 2040
2082 return -1; 2041 return -1;
2083} 2042}
2084 2043
2138 object *tmp; 2097 object *tmp;
2139 maptile *mp; 2098 maptile *mp;
2140 2099
2141 MoveType blocked, move_type; 2100 MoveType blocked, move_type;
2142 2101
2143 if (exclude && exclude->head) 2102 if (exclude && exclude->head_ () != exclude)
2144 { 2103 {
2145 exclude = exclude->head; 2104 exclude = exclude->head;
2146 move_type = exclude->move_type; 2105 move_type = exclude->move_type;
2147 } 2106 }
2148 else 2107 else
2171 max = maxfree[i]; 2130 max = maxfree[i];
2172 else if (mflags & P_IS_ALIVE) 2131 else if (mflags & P_IS_ALIVE)
2173 { 2132 {
2174 for (tmp = ms.bot; tmp; tmp = tmp->above) 2133 for (tmp = ms.bot; tmp; tmp = tmp->above)
2175 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2134 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2176 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2135 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2177 break; 2136 break;
2178 2137
2179 if (tmp) 2138 if (tmp)
2180 return freedir[i]; 2139 return freedir[i];
2181 } 2140 }
2361 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2320 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2362 * core dumps if they do. 2321 * core dumps if they do.
2363 * 2322 *
2364 * Add a check so we can't pick up invisible objects (0.93.8) 2323 * Add a check so we can't pick up invisible objects (0.93.8)
2365 */ 2324 */
2366
2367int 2325int
2368can_pick (const object *who, const object *item) 2326can_pick (const object *who, const object *item)
2369{ 2327{
2370 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2328 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2371 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2329 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2376 * create clone from object to another 2334 * create clone from object to another
2377 */ 2335 */
2378object * 2336object *
2379object_create_clone (object *asrc) 2337object_create_clone (object *asrc)
2380{ 2338{
2381 object *dst = 0, *tmp, *src, *part, *prev, *item; 2339 object *dst = 0, *tmp, *src, *prev, *item;
2382 2340
2383 if (!asrc) 2341 if (!asrc)
2384 return 0; 2342 return 0;
2385 2343
2386 src = asrc;
2387 if (src->head)
2388 src = src->head; 2344 src = asrc->head_ ();
2389 2345
2390 prev = 0; 2346 prev = 0;
2391 for (part = src; part; part = part->more) 2347 for (object *part = src; part; part = part->more)
2392 { 2348 {
2393 tmp = part->clone (); 2349 tmp = part->clone ();
2394 tmp->x -= src->x; 2350 tmp->x -= src->x;
2395 tmp->y -= src->y; 2351 tmp->y -= src->y;
2396 2352
2509 /* Basically, if the archetype has this key set, 2465 /* Basically, if the archetype has this key set,
2510 * we need to store the null value so when we save 2466 * we need to store the null value so when we save
2511 * it, we save the empty value so that when we load, 2467 * it, we save the empty value so that when we load,
2512 * we get this value back again. 2468 * we get this value back again.
2513 */ 2469 */
2514 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2470 if (get_ob_key_link (op->arch, canonical_key))
2515 field->value = 0; 2471 field->value = 0;
2516 else 2472 else
2517 { 2473 {
2518 if (last) 2474 if (last)
2519 last->next = field->next; 2475 last->next = field->next;
2588 } 2544 }
2589 else 2545 else
2590 item = item->env; 2546 item = item->env;
2591} 2547}
2592 2548
2593
2594const char * 2549const char *
2595object::flag_desc (char *desc, int len) const 2550object::flag_desc (char *desc, int len) const
2596{ 2551{
2597 char *p = desc; 2552 char *p = desc;
2598 bool first = true; 2553 bool first = true;
2625{ 2580{
2626 char flagdesc[512]; 2581 char flagdesc[512];
2627 char info2[256 * 4]; 2582 char info2[256 * 4];
2628 char *p = info; 2583 char *p = info;
2629 2584
2630 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2585 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2631 count, uuid.seq, 2586 count,
2587 uuid.c_str (),
2632 &name, 2588 &name,
2633 title ? "\",title:\"" : "", 2589 title ? "\",title:\"" : "",
2634 title ? (const char *)title : "", 2590 title ? (const char *)title : "",
2635 flag_desc (flagdesc, 512), type); 2591 flag_desc (flagdesc, 512), type);
2636 2592
2637 if (env) 2593 if (!flag[FLAG_REMOVED] && env)
2638 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2594 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2639 2595
2640 if (map) 2596 if (map)
2641 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2597 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2642 2598
2660} 2616}
2661 2617
2662const materialtype_t * 2618const materialtype_t *
2663object::dominant_material () const 2619object::dominant_material () const
2664{ 2620{
2665 if (materialtype_t *mat = name_to_material (materialname)) 2621 if (materialtype_t *mt = name_to_material (materialname))
2666 return mat; 2622 return mt;
2667 2623
2668 // omfg this is slow, this has to be temporary :)
2669 shstr unknown ("unknown");
2670
2671 return name_to_material (unknown); 2624 return name_to_material (shstr_unknown);
2672} 2625}
2673 2626
2674void 2627void
2675object::open_container (object *new_container) 2628object::open_container (object *new_container)
2676{ 2629{
2677 if (container == new_container) 2630 if (container == new_container)
2678 return; 2631 return;
2679 2632
2680 if (object *old_container = container) 2633 object *old_container = container;
2634
2635 if (old_container)
2681 { 2636 {
2682 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2637 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2683 return; 2638 return;
2684 2639
2685#if 0 2640#if 0
2687 if (object *closer = old_container->inv) 2642 if (object *closer = old_container->inv)
2688 if (closer->type == CLOSE_CON) 2643 if (closer->type == CLOSE_CON)
2689 closer->destroy (); 2644 closer->destroy ();
2690#endif 2645#endif
2691 2646
2647 // make sure the container is available
2648 esrv_send_item (this, old_container);
2649
2692 old_container->flag [FLAG_APPLIED] = 0; 2650 old_container->flag [FLAG_APPLIED] = false;
2693 container = 0; 2651 container = 0;
2694 2652
2653 // client needs item update to make it work, client bug requires this to be separate
2695 esrv_update_item (UPD_FLAGS, this, old_container); 2654 esrv_update_item (UPD_FLAGS, this, old_container);
2655
2696 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2656 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2657 play_sound (sound_find ("chest_close"));
2697 } 2658 }
2698 2659
2699 if (new_container) 2660 if (new_container)
2700 { 2661 {
2701 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2662 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2712 } 2673 }
2713#endif 2674#endif
2714 2675
2715 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2676 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2716 2677
2678 // make sure the container is available, client bug requires this to be separate
2679 esrv_send_item (this, new_container);
2680
2717 new_container->flag [FLAG_APPLIED] = 1; 2681 new_container->flag [FLAG_APPLIED] = true;
2718 container = new_container; 2682 container = new_container;
2719 2683
2684 // client needs flag change
2720 esrv_update_item (UPD_FLAGS, this, new_container); 2685 esrv_update_item (UPD_FLAGS, this, new_container);
2721 esrv_send_inventory (this, new_container); 2686 esrv_send_inventory (this, new_container);
2687 play_sound (sound_find ("chest_open"));
2688 }
2689// else if (!old_container->env && contr && contr->ns)
2690// contr->ns->floorbox_reset ();
2691}
2692
2693object *
2694object::force_find (const shstr name)
2695{
2696 /* cycle through his inventory to look for the MARK we want to
2697 * place
2698 */
2699 for (object *tmp = inv; tmp; tmp = tmp->below)
2700 if (tmp->type == FORCE && tmp->slaying == name)
2701 return splay (tmp);
2702
2703 return 0;
2704}
2705
2706void
2707object::force_add (const shstr name, int duration)
2708{
2709 if (object *force = force_find (name))
2710 force->destroy ();
2711
2712 object *force = get_archetype (FORCE_NAME);
2713
2714 force->slaying = name;
2715 force->stats.food = 1;
2716 force->speed_left = -1.f;
2717
2718 force->set_speed (duration ? 1.f / duration : 0.f);
2719 force->flag [FLAG_IS_USED_UP] = true;
2720 force->flag [FLAG_APPLIED] = true;
2721
2722 insert (force);
2723}
2724
2725void
2726object::play_sound (faceidx sound)
2727{
2728 if (!sound)
2729 return;
2730
2731 if (flag [FLAG_REMOVED])
2732 return;
2733
2734 if (env)
2722 } 2735 {
2736 if (object *pl = in_player ())
2737 pl->contr->play_sound (sound);
2738 }
2739 else
2740 map->play_sound (sound, x, y);
2723} 2741}
2724 2742
2725

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